That is the first thing that hit's you as you come out of jump, and hear the enormous
amount of radio traffic that all busy ports have. Freighters and scouts, yachts and
warships, all of the typical retinue of a major port is here.

Only as you near the white orb of Trin - with it's thin, sky blue belt - can you spot
the carnage. Several large impact craters which dot the northern hemisphere. Black scar
marks, which pepper hundred's of square kilometers of the Von Herrio Glacers. Above all,
the orbiting hulk of dead cities, once home to 800 million people, now fly in a twisted,
ghastly dance over the fair world of Trin.

Docking at New Sorrom Highport, the visitor is accosted with rules and regulations.
While necessary in the Quarrentine Zone, the rigour and harshness of the Navy seem more
apparent here than anywhere else.

The actual starport itself is ample for any need or service. The inhabitants of high
ports are famous for living a world apart from the folks dirtside, and the 80 million
inhabitants of New Sorrom is no different. The famous Trin friendliness, patriotism and
love of travel still flurishes here, but is slowly giving way to the Trin Survival
Movements. The local Naval base, home of the 207th fleet, is known as the last one to see
a major action against piracy, in 1159.

Non-Trin starships can land only at Sorrom Down. It is a must to apply for a permit
before going dirtside, as _any_ unauthorized craft will be blown out of the sky. Without
warning. Fortunately, the Authorization procedure is quite simple: merely a battery of
tests to insure that your ship and equuipment is Virus-free. Moreover, they will install a
"Slaver", that will insure that your ship will be dock under the control of
Sorrow Down, not the pilot.

At Sorrow Down, the local government will board your craft as soon as you dock. Before
the HEPlaR is cooled, armed Investigators will be onboard, combing every electonic gadget,
computer, wrist comp, and every piece of every lot of cargo onboard.

If any non-Trin ship is caught carrying Infected merchandise, the ship is seized: only
Noble influence can get it back. If they are caught SMUGGLING merchandise (Infected or
not), the entire crew is shot, on the spot. The penalties are less harsh for Trin
citizens: simply a massive fine and "personality reshaping", respectively.

O.K., so you pass inspection. It will still prove impossible to sell electonic
merchandise to anyone but another trader. Even harmless goods from anyplace but Trin's
neighbour, Hazel (Trin's Veil 3236: C645747-5) will be viewed with suspicion. Three
billion died because of a batch of Infected scribble tablets, after all.

About the only thing on your side is that you can defend your cargo and person from any
Survivalist attack: There are no weaponry laws. None. You probably won't need to
draw your weapon, though: the days of the Night Hits, when Survivalists and the Union of
Merchants & Traders would attack each other with fusion rifles have been dead for 20
years. Just make a good acquantiance with the Union, and pay your dues, and the Union will
look after your ship and cargo.

If you are a member of the Regency Navy or the Quarrentine Service, it would be wise to
leave your uniforms in your cabins. The Trin blame those groups, especially the Quarentine
Service, for the Rape of Trin. While physical violence is not out of the question, the
Trin - especially the old-timers - are more likely to spit on your shoes or make obsence
remarks.

About the only place where foreginer's are welcomed is at Leormen's Point, an undersea
settlement of 25 million refugees of the Aslan Incursion. The locals, Akimen and
Glistenites, remain favourably disposed to traders since their religion insists on
hospitality to strangers from the stars. Even here, though, don't expect anyone to
ask to borrow your handicomp.

Trin culture tends to revolve around the themes of Survival and Rebuilding. The young,
especially, are considered the responsibility and the future of the entire community. They
tend to be spoiled shamelessly, and have a rather high view of themselves. Trin art also
emphasises the theme of rebuilding from the ruins, and many refugees of the Wilds admit to
a attraction to the entransing LightDances and mournful, graceful Thinsong of modern Trin
art. Indeed, the upper classes all strive to patronize the best of Trin art, as prestige
is measured in the number of notable artistic works you can own.

Even though the Trin are vehmenently anti-foreigner, they still have a soft spot for
nobility, and retain a strong sentimental attachment to the Regency government, especially
to Norris and his heirs. And unlike many Infected worlds, Trin have retained their
technology, using it to create the best anti-Viral programs in the sector rather than
retreat into a anti-technological never-neverland.

Still, these are but candles in the dark, and as long as Trin focuses on nursing their
wounds, they cannot truly give local trade and subsector government the leadership needed
for the New Era.